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Things about Doom you just found out


Sigvatr

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On 6/30/2017 at 4:37 PM, Gez said:

It's not possible to move perfectly orthogonally in Doom because of minor imprecision in the "fineangle" stuff.

What if you start at a perfect 0, 90, 180 or 270 orientation, and then your input is perfectly restricted to just the X or Y component? With a mouse active it might be difficult to ensure that not even the slightest bit of the player's BAM angle gets altered, but with a pure keyboard input it should be possible.

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Wouldn't matter. Your angle gets converted to an index of a "finecosine" and "finesine" table, which is used for the trigonometric calculations to determine the x and y velocity added when you move. Even if you're facing directly at a cardinal angle, it doesn't matter - because the game doesn't actually grab the cosine and sine values directly from that angle, making the distinction between your facing angle and its closest approximation on the tables basically meaningless, if not entirely meaningless.

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A ready example is 1024clau map01. You start aligned perfectly for an unguided glide, so you should be able to just press forward and exit. This demonstrably only works in Zdoom and derivatives.

 

Your one hope is to restrict the player's movement the hard way - either start in or teleport them to the aligned fraction-perfect position and put a wall at the side they'd be drifting towards. Simply moving forward should enable a reliable glide now.

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1 hour ago, Arctangent said:

Wouldn't matter. Your angle gets converted to an index of a "finecosine" and "finesine" table, which is used for the trigonometric calculations to determine the x and y velocity added when you move. Even if you're facing directly at a cardinal angle, it doesn't matter - because the game doesn't actually grab the cosine and sine values directly from that angle, making the distinction between your facing angle and its closest approximation on the tables basically meaningless, if not entirely meaningless.

You're right, there isn't even a perfect zero value in there, which means that angles of 0 and 180 degrees will never result in an zero-valued sine. The smallest value, in fact, is +/- 25, which corresponds to +/-0.0003814697265625 sines.

 

However, there are several "65535" and "-65535" values, which correspond to +0.9999847412109375 and -0.9999847412109375 sines. That means that there's definitively an asymmetry in how 90 and 270 degree angles (or those close enough to them) will be treated by the engine.

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  • 2 weeks later...

That (Doom 2) MAP11's name might be poking rather dark fun at the Disney movie The Lion King.
Ironically, both Doom 2 and the movie came out the same year.
Heck. Perhaps this is the reason MAP11 was given an alternate name?

Spoiler

Someone should really make a cover of "Circle of Life" and "The Healer Stalks" mixed.

 

Edited by Cell

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10 hours ago, Idiotinforntofadesk said:

You don't need to be at a logical distance to flip/press a switch/button. As long as you use E or Space on the linedef, it'll work.

 

Welcome to the world of DooM, has limited Z-distance checks and infinite height of Actors/things. :P

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Things in Doom do have height, and the height is used in collision checks against sectors, projectiles, hitscan attacks, item pickups and such, it's just not used when checking collisions between 2 things that are both solid, or between a thing and a radius explosion attack.

Edited by scifista42

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27 minutes ago, scifista42 said:

Things in Doom do have height, and the height is used in collision checks against sectors, projectiles, hitscan attacks, item pickups and such, it's just not used when checking collisions between 2 things that are both solid, or between a thing and a radius explosion attack.

 

Yes, that's what actually after I checked Doomwiki...I just too lazy to explain that better.

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Between each "use" tic there needs to be a pause of 1 tic during which "use" is not being used on a useable object, so that "use" can be used again on the same useable object.

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On 7/4/2017 at 10:03 AM, Arctangent said:

Wouldn't matter. Your angle gets converted to an index of a "finecosine" and "finesine" table, which is used for the trigonometric calculations to determine the x and y velocity added when you move. Even if you're facing directly at a cardinal angle, it doesn't matter - because the game doesn't actually grab the cosine and sine values directly from that angle, making the distinction between your facing angle and its closest approximation on the tables basically meaningless, if not entirely meaningless.

Most appropriate username for a reply ever.

 

On 7/15/2017 at 10:19 PM, Cell said:

That (Doom 2) MAP11's name might be poking rather dark fun at the Disney movie The Lion King.
Ironically, both Doom 2 and the movie came out the same year.
Heck. Perhaps this is the reason MAP11 was given an alternate name?

  Reveal hidden contents

Someone should really make a cover of "Circle of Life" and "The Healer Stalks" mixed.

 

 

We know exactly why MAP11 is named as it is, check the wiki.

Edited by Jon

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8 minutes ago, Jon said:

We know exactly why MAP11 is named as it is, check the wiki.

The wiki explains "O' of Destruction", but doesn't explain "Circle of Death", which Cell was talking about.

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The very Doom Wiki page you linked mentions that:

 

Quote

because the game quits without resetting the display, the dark vertical lines show a glitched view of the DOS shell.

 

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Plutonia Map20 (The Death Domain):

 

There is a hidden area in the exit room. If you walk past the opening leading to the balcony where the exit teleporter is, you'll find a dead-end with a Chaingunner and a Medikit. There is a walkover line here that opens up a hidden area across from that door you can shoot to get a Megasphere. In this room is a Backpack with a bunch of Clips and Rockets.

Edited by peach freak

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On 4/7/2017 at 0:03 PM, Arctangent said:

Wouldn't matter. Your angle gets converted to an index of a "finecosine" and "finesine" table, which is used for the trigonometric calculations to determine the x and y velocity added when you move. Even if you're facing directly at a cardinal angle, it doesn't matter - because the game doesn't actually grab the cosine and sine values directly from that angle, making the distinction between your facing angle and its closest approximation on the tables basically meaningless, if not entirely meaningless.

Despite that, it's possible to constrain the player object (or any other, for that matter) to move in a perfectly vertical or horizontal direction by using map geometry, collision code kludges, glitches etc. There also might be "perfect" angles in the cosine/sine tables that make specific directions more privileged than others.

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I just learned that secret exits can only be located in MAP15 and MAP31 of any Doom II based IWAD (I literally just learned that in the 'Specific Things that annoy you in Doom' thread, I looked at this thread before that trying to think of something I would have just learned, but most of the things I see people mention in this thread are things I already knew for quite a while).

 

Should I also mention that I just learned that a Doom-related thread from 2011 can somehow stay on the top page with 191 pages worth of posts?

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Actually, they can be placed in any map; they just don't work quite the way you might expect.

 

details

 

Some early wads used this as "omg funney trik!".

Edited by Grazza

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